/Engine/Source/Runtime/Engine/Public/AI/NavigationModifier.h
Area modifier: base
struct FAreaNavModifier : public [FNavigationModifier](API\Runtime\Engine\AI\FNavigationModifier)
TEnumAsByte<EN...
ApplyMode
TWeakObjectPtr<...
AreaClassOb
This should take a value of a game specific navigation modifier
uint8:  1
bExpandTopByCellHeight
If set, area shape will be extended at the top by one cell height
uint8:  1
bIncludeAgentHeight
If set, area shape will be extended by agent's height to cover area underneath like regular colliding geometry
uint8:  1
bIsLowAreaModifier
Set when this modifier affects low spans in navmesh generation step
FBox
Bounds
float
Cost
Transient value used for navigation modifiers sorting. If < 0 then not set
float
FixedCost
TArray< FVector...
Points
TWeakObjectPtr<...
ReplaceAreaClassOb
TEnumAsByte<EN...
ShapeType